New team members, next stop: Steamworks!

Obsidian News Archive.
User avatar
Pope_Homeless_XIII
Vertex
Vertex
Posts: 18
Joined: Sat Aug 14, 2010 3:52 am

Re: New team members, next stop: Steamworks!

Post by Pope_Homeless_XIII » Mon Nov 22, 2010 7:41 am

I'm loving that PDW. Great work on that!

Spiffy
Pixel
Posts: 4
Joined: Mon Nov 15, 2010 6:27 am

Re: New team members, next stop: Steamworks!

Post by Spiffy » Mon Nov 22, 2010 8:05 am

Do we get an estimated release date? :3

User avatar
Neico
Lead Coder
Lead Coder
Posts: 1811
Joined: Tue Aug 15, 2006 3:39 pm
Location: Germany
Contact:

Re: New team members, next stop: Steamworks!

Post by Neico » Mon Nov 22, 2010 1:40 pm

nope, we don't know ourself as it pretty much depends on when those valve guys get their ass up and awnser my mail's

Spiffy
Pixel
Posts: 4
Joined: Mon Nov 15, 2010 6:27 am

Re: New team members, next stop: Steamworks!

Post by Spiffy » Tue Nov 23, 2010 4:12 am

Maybe they are too busy working on ep3, but this is far more important.

User avatar
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Re: New team members, next stop: Steamworks!

Post by fug4life » Tue Nov 23, 2010 9:13 am

Yeah I'm liking all of the things from the news update, really pleased Lt_c and Nirrti are on board, I think their work is always very polished.
I have to say the OICW is amazing and so is the PDW, The sniper rifle looks a bit chunky but I cant really say much till a skin is on it.
The broken escape additions are welcome, I love how the maps have blended custom content in them yet still keep a good hl2 combine theme.

Here's to the future!

DisConnected
npc_hovering_assassin
npc_hovering_assassin
Posts: 298
Joined: Thu Apr 15, 2010 3:46 am
Location: Las Vegas, Nevada

Re: New team members, next stop: Steamworks!

Post by DisConnected » Wed Nov 24, 2010 2:16 am

I'm curious about the PDW. Will it function like the UZI's or be a pistol but use the AR2's bullets (I'd prefer the latter)? But in any case, if the PDW can be equppable by Combine Soldiers as a secondary firearm, I'd shit cupcakes.

User avatar
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Re: New team members, next stop: Steamworks!

Post by Gary » Wed Nov 24, 2010 2:19 am

Pretty sure you can make combine soldiers use pistol if you just give him the animations.

User avatar
Keychain
Obsidian Veteran
Obsidian Veteran
Posts: 1518
Joined: Sun Aug 17, 2008 5:09 am
Location: Louisiana, United States

Re: New team members, next stop: Steamworks!

Post by Keychain » Wed Nov 24, 2010 3:36 am

The PDW is a duel wieldable SMG so it will probably work like the Uzi's.

Axel_m3sh
npc_combine_elite
npc_combine_elite
Posts: 469
Joined: Wed Nov 05, 2008 5:52 am
Location: lolwut L0C4tI0n?

Re: New team members, next stop: Steamworks!

Post by Axel_m3sh » Wed Nov 24, 2010 9:20 pm

Npc's need to be able to equip the new OC weapons (not including OICW cause they already can lol)

I can imagine a mafia-themed map where npcs dual wield uzis and shiz lol

User avatar
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Re: New team members, next stop: Steamworks!

Post by Gary » Thu Nov 25, 2010 12:23 am

I hope it's not too much like the Uzis. I prefer weapons that are unique in more then just looks. Making something too much like the Uzis could cause conflicts between the two weapons, one might just replace the other. Just my view on the subject, I am sure you guys will find ways to balance it and make it unique.

User avatar
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Re: New team members, next stop: Steamworks!

Post by fug4life » Thu Nov 25, 2010 12:40 am

Secondary fire could be deplete magazine/s! Ever play perfect dark the cyclone weapon had a secondary fire mode where you deplete the mag, basically the advantage was higher rate of fire (blaze of bullets), disadavnatge you need to reload (its kind of what I done with the old tmp custom script I wrote before Makrontt's).

User avatar
Linkmister
Team Animator
Team Animator
Posts: 197
Joined: Mon Mar 15, 2010 1:59 am
Location: California, United States

Re: New team members, next stop: Steamworks!

Post by Linkmister » Thu Nov 25, 2010 1:06 am

I'm sure we can come up with some ideas to separate the weapons from each other.

User avatar
MrAnticitizen
Pixel
Posts: 0
Joined: Thu Nov 25, 2010 3:38 am
Location: Kentucky

Re: New team members, next stop: Steamworks!

Post by MrAnticitizen » Thu Nov 25, 2010 3:50 am

So now that Obsidian Conflict has new team members they're working more on the Mod?

User avatar
Neico
Lead Coder
Lead Coder
Posts: 1811
Joined: Tue Aug 15, 2006 3:39 pm
Location: Germany
Contact:

Re: New team members, next stop: Steamworks!

Post by Neico » Thu Nov 25, 2010 4:58 am

that almost sounds like as if we weren't doing anything the entire time at all

DisConnected
npc_hovering_assassin
npc_hovering_assassin
Posts: 298
Joined: Thu Apr 15, 2010 3:46 am
Location: Las Vegas, Nevada

Re: New team members, next stop: Steamworks!

Post by DisConnected » Thu Nov 25, 2010 5:03 am

It means more work is getting done, or at least I hope.

Post Reply